Connector fails when the object it is attached to moves - inkscape

Inkscape 0.93 is not yet available on MacOS so I am using 0.92.
I created the connector shown in the image "before", #1.
Then with the selection tool grabbed the oval and moved it to the right, as shown in image #2, "problem". As you can see the end of the connector connected to the oval now extends over the oval to the center.
This does not happen every single time, but it happens very frequently.
Is this a bug or am I doing something wrong?

Related

How to move a mouse using the concept of object tracking in opencv?

I was looking online and how people created this virtual mouse application using different principles such as color detector, object tracking, convexity defects etc etc. I wrote this program which actually tracks a single object from a webcam and its actually working really well. Now, the idea is to use this moving object which is being tracked and i want to control my mouse using this application. I dont want the source code and i want to do it myself. But i dont have any clue how to start it. I just hope if you guys can give me some clue or some ideas which can help me to connect my mouse to my program? I want to be able to do left click, right click, double click . Thanks
If you are able to track an object in the screen then you will get the object co-ordinates & set that as your target co-ordinate. I assume you already did that.
Now set the mouse cursor to that target co-ordinate refer this thread.

cocos2d game becomes slow after checking notification center in IOS7

After upgraded to ios7, I found the Cocos2d application run slowly (or frame skipped) after checking the notification center.
Reproduce the problem:
Launch a cocos2d game, better with some fast moving sprites
Swipe down from the top of the screen to drop down the notifaction center, then swipe it up.
Now the game becomes like frame skipped. (slow). But after a while, or after some operation within the game, the frame speed recovers.
I tested on iphone5.
Anyone see the same problem? Any idea how it happens?
EDIT:
Since this problem only happens in rare case, I d like to close it.

VTKActor not visible after render but visible on camera->resetview()

I am working on a qt-vtk project. We have a line drawing function. where straight lines are created between two mouse click position. But once actor is created it is not visible. I was calling render function just after adding the actor. But it didn't work. But if i do camera->resetview() lines become visible , but entire perspective changes. Where am i doing wrong ?
thanks
Rwik
This may not be relevant to you, but I had this exact same problem (in ActiViz [managed VTK]) and wrangled with it for a week, so I hope this helps someone out there. It turned out to be a problem with the location of the lines we wanted to draw on the canvas; they were too far away from the camera (on the Z axis) to be visible.
For us, we were trying to draw a cross on the viewing area wherever the user clicked. The data points were there, as were the actors and whatnot, but they would only be visible in the scene if you called resetCamera() and thusly changed the camera's configuration.
Initially, I blamed the custom interactor that we had to add to cirvumvent the default interactor's swallowing of MouseUp events (intended behavior). Investigation revealed that this seemed unlikely.
After this I shifted the blame onto the camera under the suspicion that perhaps the reset call was making a call to some kind of update method which I wasn't aware of. I called resetCamera() and then reverted the camera values to what they were initially.
When this was successfully done, it eventuated that the crosses would appear when the camera zoomed out and then disappear again as soon as it was set back, and it was at this point I realized that it was something to do with the scene.
At this point, I checked the methods we were using to retrieve the mouse location in 3D and realized that the z value was enormous and it was placing the points too far away as a byproduct of VTK's methods to convert 2D locations on the control to 3D locations in the scene and vice versa.
So after all that, a very mundane and avoidable mistake that originated from the methods renderer.DisplayToWorld() and WorldToDisplay().
This might not be everyone's problem, but I hope I've spared someone a week of fiddling around with VTK.
I think that's a bit hard to help, without see the code, but have you tried using
ui->qvtkwidget->update();
, where ui is the instance of your class derived from QMainWindow?

Cocos2d-Things appear bigger in simulator

I've recently noticed that things accommodate differently on the simulator and a real device when using Cocos2d.To make sure I did the following:
1. I created a blank Cocos2d project. In the init method I created 7 sprites from Icon-72.png(which is found in the resources folder of the Cocos2d template) and added them to the screen.In the simulator only 6.5 sprites could accommodate side-by-side whereas in the iPod touch all seven sprites could accommodate easily and almost half of the screen width remained unused.
2.Then I created a project from Single View Application template. I added the same Icon-72.png to the project. Then on the storyboard I added 6 image views and set their image property to Icon-72.png. This time I had exactly the same result with both simulator and the device.
I guess there should be some tweak as to how to fix this issue with Cocos2d because it's not Apple's fault. Do you know how to handle this?
The iPod Touch could have the retina display and the simulator wont have have it. If you need the same display as of the iPod Touch You can use the iPhone Simulator with the Retina Display and you would get the same screen. Another Option you can use is Copy and paste the Same file with -hd prefix ex:(Icon-72-hd.png) with 72x72 size and you can get the same result.
There is no problem with either the version of cocos2d or with the Apple for the issue you are facing.
I guess I do have poor explanation but you would understand my explanation.
The iPod Touch will be a retina display. Cocos2d doesn't automatically double the size of images.

how to make default.png to rotate as per device orientation in cocos2d

How to rotate the Default.png in cocos2d as per device orientation. I heard that we have to put 2 files Default-LandscapeLeft.png and Default-LandscapeRight.png in resource folder and remove default.png. How to make it viewable in portrait mode.
It's not a Cocos2d thing especifically. You just have to add the 4 default.png images to your porject's resource folder.
Check this post: http://iosdevelopertips.com/ipad/ipad-managing-multiple-launch-images.html
You shouldn't worry about this too much, as no one is going to judge your app on how well it autorotates for the 2 seconds the default screen is showing. Anyways, I second what pabloruiz55 said.